Developed by Varda Eldewhen, the monastic order of the Flowing Palm believes in mercy, and redemption. These monks value life above all else, and take it only as a final act of acceptance that someone or something cannot be saved and redeemed. When this time comes, the Flowing Palm brings a harsh end, believing that the right kind of merciless death can bring a creature or person repentance in their final moments.
Traveling to lend aid, they leave healing to the healers, instead seeking to either heal the mind and hearts of those they find or heal their lives of troubles. These monks often take the path of quickest resolution once they find it. Whether it be giving money where needed, lending a helping hand to an understaffed farm, teaching young people to defend themselves, or taking the head of a bandit leader. These monks give offer for redemption at every turn, and mourn when a life must be taken. These monks are taught that a swift and painless death brings no true mercy, as the soul remains ignorant to the pain it put others through in life. Instead, if a life is beyond redemption, it is only through death by incredible pain and suffering that one can truly achieve understanding; and in so doing achieve a form of repentance and redemption within themselves.
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Path of the flowing fist
At 3rd level, when you choose this tradition, your Flurry of Blows becomes more fluid. If an enemy you target drops to 0 hit points before receiving the total damage you deal with Flurry of Blows, you may redirect the remaining damage to an adjacent creature.
Palms of water
At 3rd level, you must specify when dealing lethal damage while unarmed or using a monk weapon. Unless otherwise specified, the damage you deal is nonlethal subdual damage.
Extension of self
At 6th level, you learn to bring yourself to balance with a melee weapon you wield. Your Flurry of Blows may now be used with any monk weapon you wield.
Flow of coursing river
Beginning at 11th level, gain the following Ki abilities:
- Fluid Movement. When moving through another creature's adjacent area, you can expend 2 ki points per creature to grant attacks of opportunity disadvantage.
- Disrupting Flow. When attacking while unarmed or with a monk weapon, you can expend 4 ki points on a successful attack to cause a creature to become dazed for the next round.
- Carrying Current. You may expend 6 ki points to double your base speed for one turn.
Final Redemption
At 17th level, you gain the ability to embody the philosophy of redemption through a painful death. On a successful hit against a creature that has taken damage this encounter, you may choose to repeat all nonlethal damage the target has taken as a flurry of lethal bludgeoning, piercing, or slashing damage as appropriate for your weapon. After using this ability, roll 1d6 each round. This ability recharges on a 4, 5, or 6, or after a short or long rest. A creature that reaches 0 hit points as a result of this ability cannot be brought back to life except by a True Resurrection spell.
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